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Changed line(s) 28 (click to see context) from:
* EasterEgg: Every dungeon (including the tutorial) has a hidden angel. Bestowing her Bucky's Beef Stew will cause the angel to state her name before disappearing, and she can be summoned once to heal the player and take them back to Castle Hall. This also works on Bucky herself, who can be found in Nottingham.
to:
* EasterEgg: Every Almost every village or dungeon (including the tutorial) has a hidden angel. Bestowing her Bucky's Beef Stew will cause the angel to state her name before disappearing, and she can be summoned once to heal the player and take them back to Castle Hall. This also works on Bucky herself, who can be found in Nottingham.
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* FighterMageThief: The character creation dialogue box allows these options. Fighters can use all weapons but little magic; magicians can use the most spells but the fewest weapons; and thieves can Steal items or use lockpicks on doors and treasure chests.
to:
* FighterMageThief: The character creation dialogue box allows these options. Fighters can use all weapons but little magic; magicians options: Warriors can use the most weapons, but cannot cast spells or use some scrolls, Magicians can use some weapons, but can cast the fewest weapons; most spells (including spells to weaken, dispel, or teleport enemies) and use all scrolls; and thieves are also limited on weapon use but can Steal items or use lockpicks cast some spells and pick locks on doors and or treasure chests.
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Changed line(s) 27 (click to see context) from:
* DummiedOut: ''Tomb'' had ''four'' dungeon names which existed in the coding, but were never fleshed out into actual playable dungeons. Two of them were finally made by fans and added to 1.0.1. (Two more are also completely fleshed out in the coding, but weren't given access points, and can only be seen after the player sets up entries for them; but even then, they're glitchy and barely work.)
to:
* DummiedOut: ''Tomb'' had ''four'' dungeon names which existed in the coding, but The dungeons of Paradise Keys, Black Rose Pyramid, Backgate, Splinter, and Reduce were all coded into the game, but never fleshed out actually used. In 2008, fans were able to get Paradise Keys and Black Rose Pyramid written into actual playable dungeons. Two of them were finally made by fans and added to version 1.0.1. (Two more are also completely fleshed out in 1 of the coding, but weren't given game. While it is possible to access points, Backgate, Splinter, and can only be seen Reduce through hacks after the player sets up entries for them; but even then, they're glitchy and barely work.)becoming a Master, all of them are very glitched out.
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* FighterMageThief
to:
* FighterMageThiefFighterMageThief: The character creation dialogue box allows these options. Fighters can use all weapons but little magic; magicians can use the most spells but the fewest weapons; and thieves can Steal items or use lockpicks on doors and treasure chests.
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* RandomlyGeneratedLevels: Trading Post, Grayclay, Isles of Muck, and Eyearrass all have subterranean sub-levels that are randomly generated (Subterra, Tubors, Undertow Cove, and Papyruswork, respectively). Grayclay itself is also randomly-generated.
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A sequel game to ''VideoGame/TaskMaker'', the 1990s {{Macintosh}} WesternRPG, from the same creators, Storm Impact.
to:
A sequel game to ''VideoGame/TaskMaker'', the 1990s {{Macintosh}} UsefulNotes/{{Macintosh}} WesternRPG, from the same creators, Storm Impact.
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Deleted line(s) 26,28 (click to see context) :
* TheDevTeamThinksOfEverything:
** A door adjacent to a wall with a shape on it can't be opened unless the player has that shape's corresponding key. The player can't even phase through it with an Ethereal Potion (although the door ''can'' be knocked down with a Falling Wall scroll).
** Falling Wall scrolls do not not knock down black walls or walls with shapes on them.
** A door adjacent to a wall with a shape on it can't be opened unless the player has that shape's corresponding key. The player can't even phase through it with an Ethereal Potion (although the door ''can'' be knocked down with a Falling Wall scroll).
** Falling Wall scrolls do not not knock down black walls or walls with shapes on them.
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Like A Badass Out Of Hell is being split into new tropes.
* EscapedFromHell: There is one out of four possible "ironic hells". One of them has the player giving presents to Devils, and they make fun of him/her for doing so. After enough times, the exit opens. Nothing prevents the player from killing them at this point.
Deleted line(s) 44 (click to see context) :
* LikeABadassOutOfHell: There is one out of four possible "ironic hells". One of them has the player giving presents to Devils, and they make fun of him/her for doing so. After enough times, the exit opens. Nothing prevents the player from killing them at this point.
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Added image.
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[[quoteright:340:http://static.tvtropes.org/pmwiki/pub/images/taskmaker_tomb_sequel.jpg]]
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Set many years after the predecessor, the game now has the player leading the world from Castle Hall following the death of the [=TaskMaker=]. As its protector, you are asked aid from people in neighboring villages. For the first tasks, you are asked to retrieve objects posessed by monsters that terrorize said villages; after retrieving each item, it is destroyed.
After a while, the player gets word that the [=TaskMaker=] has come back to life. The next task is to retrieve the key to his tomb. Upon arriving at the tomb, the player discovers that the word of the [=TaskMaker's=] rise was a ruse planted by the Captain Guard, whom you must then defeat to restore peace in the land.
The game boasts many features beyond that of its predecessor, including the ability to make your player male or female, and a fighter, mage, or thief. A completely new world is built around Castle Hall, with many new dungeons and villages to explore. The graphics have been dressed up, as well.
After a while, the player gets word that the [=TaskMaker=] has come back to life. The next task is to retrieve the key to his tomb. Upon arriving at the tomb, the player discovers that the word of the [=TaskMaker's=] rise was a ruse planted by the Captain Guard, whom you must then defeat to restore peace in the land.
The game boasts many features beyond that of its predecessor, including the ability to make your player male or female, and a fighter, mage, or thief. A completely new world is built around Castle Hall, with many new dungeons and villages to explore. The graphics have been dressed up, as well.
to:
Set many years after the predecessor, the game now has the player leading the world from Castle Hall following the death of the [=TaskMaker=]. As its protector, you are the player is asked aid from people in neighboring villages. For the first tasks, you are the player is asked to retrieve objects posessed by monsters that terrorize said villages; after retrieving each item, it is destroyed.
After a while, the player gets word that the [=TaskMaker=] has come back to life. The next task is to retrieve the key to his tomb. Upon arriving at the tomb, the player discovers that the word of the [=TaskMaker's=] rise was a ruse planted by the Captain Guard,whom you who must then defeat be defeated to restore peace in the land.
The game boasts many features beyond that of its predecessor, including the ability to makeyour the player male or female, and a fighter, mage, or thief. A completely new world is built around Castle Hall, with many new dungeons and villages to explore. The graphics have been dressed up, as well.
After a while, the player gets word that the [=TaskMaker=] has come back to life. The next task is to retrieve the key to his tomb. Upon arriving at the tomb, the player discovers that the word of the [=TaskMaker's=] rise was a ruse planted by the Captain Guard,
The game boasts many features beyond that of its predecessor, including the ability to make
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* AntiFrustrationFeatures: If you're stuck, you can buy a scroll with a hint to each dungeon. Also, some of the secret options in the original game were moved into a "Player Options" menu.
to:
* AntiFrustrationFeatures: If you're stuck, you the player can buy a scroll with a hint to each dungeon. Also, some of the secret options in the original game were moved into a "Player Options" menu.
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* BagOfHolding: Taken even further than in the previous game. Using a Silver Lining scroll, you can make your pouch hold up to 61 items.
to:
* BagOfHolding: Taken even further than in the previous game. Using a Silver Lining scroll, you can make your scrolls will expand the pouch hold up to 61 items.
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* CallBack: Many to the previous game. For instance, Rich, an NPC at the Castle Hall bar in the first game, now has a tax office in the same general area in the sequel. You can also pass through a wall to find some abandoned remains, one of which is the original game's weaponry shop.
to:
* CallBack: Many to the previous game. For instance, Rich, an NPC at the Castle Hall bar in the first game, now has a tax office in the same general area in the sequel. You The player can also pass through a wall to find some abandoned remains, one of which is the original game's weaponry shop.
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* CheatCode: Many of the cheat codes from the previous game carry over (including the one to summon a ship), but the game warns you that such spells should be used only if you're stuck.
to:
* CheatCode: Many of the cheat codes from the previous game carry over (including the one to summon a ship), but the game warns you that such spells should be used only if you're stuck.
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* DeathIsNotPermanent: As in the previous game, you can die and go to Hell an infinite number of times.
to:
* DeathIsNotPermanent: As in the previous game, you the player can die and go to Hell an infinite number of times.
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** A door adjacent to a wall with a shape on it can't be opened unless you have that shape's corresponding key. You can't even phase through it with an Ethereal Potion (although you ''can'' knock down the door with a Falling Wall scroll).
** Falling Wall scrolls do not not knock down black walls or walls with shapes on them. So you can't "break" the shape-door association by knocking down a wall with a shape on it, either.
** Falling Wall scrolls do not not knock down black walls or walls with shapes on them. So you can't "break" the shape-door association by knocking down a wall with a shape on it, either.
to:
** A door adjacent to a wall with a shape on it can't be opened unless you have the player has that shape's corresponding key. You The player can't even phase through it with an Ethereal Potion (although you the door ''can'' knock be knocked down the door with a Falling Wall scroll).
** Falling Wall scrolls do not not knock down black walls or walls with shapes on them. So you can't "break" the shape-door association by knocking down a wall with a shape on it, either.
** Falling Wall scrolls do not not knock down black walls or walls with shapes on them.
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* DummiedOut: ''Tomb'' had ''four'' dungeon names which existed in the coding, but were never fleshed out into actual playable dungeons. Two of them were finally made by fans and added to 1.0.1. (Two more are also completely fleshed out in the coding, but weren't given access points, and can only be seen after you become a Master and set up entries for them.)
* EasterEgg: Every dungeon (including the tutorial) has a hidden angel. Give her Bucky's Beef Stew and she will tell her your name. You can then summon her name once to instantly heal you and teleport you back to the docks. This also works on Bucky herself, who can be found in Nottingham.
* EasterEgg: Every dungeon (including the tutorial) has a hidden angel. Give her Bucky's Beef Stew and she will tell her your name. You can then summon her name once to instantly heal you and teleport you back to the docks. This also works on Bucky herself, who can be found in Nottingham.
to:
* DummiedOut: ''Tomb'' had ''four'' dungeon names which existed in the coding, but were never fleshed out into actual playable dungeons. Two of them were finally made by fans and added to 1.0.1. (Two more are also completely fleshed out in the coding, but weren't given access points, and can only be seen after you become a Master and set the player sets up entries for them.them; but even then, they're glitchy and barely work.)
* EasterEgg: Every dungeon (including the tutorial) has a hidden angel.Give Bestowing her Bucky's Beef Stew and she will tell her your name. You can then summon cause the angel to state her name before disappearing, and she can be summoned once to instantly heal you the player and teleport you take them back to the docks.Castle Hall. This also works on Bucky herself, who can be found in Nottingham.
* EasterEgg: Every dungeon (including the tutorial) has a hidden angel.
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* FirstTown: As in the previous game, Castle Hall. Unlike the previous game, you start already inside Castle Hall instead of just a few steps away from it.
* ForcedTutorial: Once again subverted; there is an option to skip the tutorial. But once again, it's wise to play it anyway, because you get far more loot.
* GameBreakingBug: Using the "original place" cheat code in the [=TaskMaker's=] tomb after you've made the final boss spawn will cause him not to re-spawn when you open the coffin a second time, thus making the game unwinnable.
* GetOnTheBoat: Required to get to Butterscotch, one of the later tasks. Unlike in the previous games, there are boat docks in Castle Hall, from which you can sail out a ship for a small fee. Alternatively, you can find a Ship in a Bottle.
** You also have to sail out of Zehner's Palace to access some of the other tasks. This is done by successfully navigating a path on the south side.
* ForcedTutorial: Once again subverted; there is an option to skip the tutorial. But once again, it's wise to play it anyway, because you get far more loot.
* GameBreakingBug: Using the "original place" cheat code in the [=TaskMaker's=] tomb after you've made the final boss spawn will cause him not to re-spawn when you open the coffin a second time, thus making the game unwinnable.
* GetOnTheBoat: Required to get to Butterscotch, one of the later tasks. Unlike in the previous games, there are boat docks in Castle Hall, from which you can sail out a ship for a small fee. Alternatively, you can find a Ship in a Bottle.
** You also have to sail out of Zehner's Palace to access some of the other tasks. This is done by successfully navigating a path on the south side.
to:
* FirstTown: As in the previous game, Castle Hall. Unlike the previous game, you start the player starts already inside Castle Hall instead of just a few steps away from it.
Hall.
* ForcedTutorial:Once again subverted; there is an option to skip As with the tutorial. But once again, it's wise to play first game, this is subverted, but playing it anyway, because you get far more loot.
anyway results in DiscOneNuke.
* GameBreakingBug: Using the "original place" cheat code in the [=TaskMaker's=] tomb afteryou've made the final boss spawn has spawned will cause him not to re-spawn when you open the coffin a second time, Tomb is reopened, thus making rendering the game unwinnable.
* GetOnTheBoat: Required to get to Butterscotch, one of the later tasks. Unlike in the previous games, there are boat docks in Castle Hall, from whichyou the player can sail out a ship for a small fee. Alternatively, you can find a some places have Ship in a Bottle.
Bottle available, which instantly create a Ship when facing water.
**You The player also have has to sail out of Zehner's Palace to access some of the other tasks. This is done by successfully navigating a path on the south side.
* ForcedTutorial:
* GameBreakingBug: Using the "original place" cheat code in the [=TaskMaker's=] tomb after
* GetOnTheBoat: Required to get to Butterscotch, one of the later tasks. Unlike in the previous games, there are boat docks in Castle Hall, from which
**
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* IntimidatingRevenueService: The dungeon of Eyearrass is loaded with evil Taxmen, who will slowly drain your money instead of attacking you normally.
to:
* IntimidatingRevenueService: The dungeon of Eyearrass is loaded with evil Taxmen, who will slowly drain your the player's money instead of attacking you normally.
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* LikeABadassOutOfHell: There is one out of four possible "ironic hells". One of them has you giving presents to Devils, and they make fun of you for doing so. After enough times, the exit opens. Nothing prevents you from killing them at this point.
to:
* LikeABadassOutOfHell: There is one out of four possible "ironic hells". One of them has you the player giving presents to Devils, and they make fun of you him/her for doing so. After enough times, the exit opens. Nothing prevents you the player from killing them at this point.
Changed line(s) 45 (click to see context) from:
* ObviousBeta: The game has a lot of gaps and DummiedOut content. For instance, at one point you're told that the villages south of the mountains have given you a key; there's only one actual village south of the mountains.
to:
* ObviousBeta: The game has a lot of gaps and DummiedOut content. For instance, at one point you're the player is told that the villages south of the mountains have given you a key; there's only one actual village south of the mountains.
Changed line(s) 48 (click to see context) from:
* SequenceBreaking: Once again subverted. You can't access any other town unless you first sit at the throne, nor can you pick up a task object until it's been assigned to you.
to:
* SequenceBreaking: Once again subverted. You subverted, as the player can't access any other town unless you first sit at towns until he or she sits on the throne, nor can you he or she pick up a task object items until it's been assigned to you.they are assigned.
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* SkeletonKey: Also present as before. If you're a Thief, you can also purchase lock picks, which work on any locked door (except ones next to shaped walls) and can be used indefinitely.
to:
* SkeletonKey: Also present as before. If you're the player is a Thief, you he or she can also purchase lock picks, which work on any locked door (except ones next to shaped walls) and can be used indefinitely.
Changed line(s) 58,62 (click to see context) from:
* VideoGameCrueltyPotential: As before, you can slaughter all the [=NPCs=] in a town, then use "original place"[[note]]the spell was called "restart place" in the predecessor[[/note]] to do it all over again. And unlike the last game, there's no point system.
* VideoGameCrueltyPunishment: Killing Mom or Bucky will render your player permanently deaf, blind, and drunk. Killing an angel sends you to Hell in 1.0.1.
* ViolenceIsTheOnlyOption: Averted in a new way. If your player is a Magician, he or she can use a Bluebangle to dispel any monster under a certain health level (which increases as the player gets stronger), a Zamia cone to weaken them, or Freedom Leaves to teleport them away.
* WakeUpCallBoss: The boss is about 10 times stronger than any monster you'll come across, and has legions of {{mook}}s. The boss can also make items drop out of your pouch or make you thirsty, ''and'' he can summon more mooks.
* WalletOfHolding: As before, you can carry forms of currency, but you can't use them in a shop until you deposit them in an Auto Teller. Also, you will lose any un-deposited currency if you die.
* VideoGameCrueltyPunishment: Killing Mom or Bucky will render your player permanently deaf, blind, and drunk. Killing an angel sends you to Hell in 1.0.1.
* ViolenceIsTheOnlyOption: Averted in a new way. If your player is a Magician, he or she can use a Bluebangle to dispel any monster under a certain health level (which increases as the player gets stronger), a Zamia cone to weaken them, or Freedom Leaves to teleport them away.
* WakeUpCallBoss: The boss is about 10 times stronger than any monster you'll come across, and has legions of {{mook}}s. The boss can also make items drop out of your pouch or make you thirsty, ''and'' he can summon more mooks.
* WalletOfHolding: As before, you can carry forms of currency, but you can't use them in a shop until you deposit them in an Auto Teller. Also, you will lose any un-deposited currency if you die.
to:
* VideoGameCrueltyPotential: As before, you the player can slaughter all the [=NPCs=] in a town, then use "original place"[[note]]the spell was called "restart place" in the predecessor[[/note]] to do it all over again. And unlike the last game, there's no point system.
* VideoGameCrueltyPunishment: Killing Mom or Bucky will renderyour the player permanently deaf, blind, and drunk. Killing an angel sends you the player to Hell in 1.0.1.
* ViolenceIsTheOnlyOption: Averted in a new way. Ifyour the player is a Magician, he or she can use a Bluebangle to dispel any monster under a certain health level (which increases as the player gets stronger), a Zamia cone to weaken them, or Freedom Leaves to teleport them away.
* WakeUpCallBoss: The boss is about 10 times stronger than any monster you'll come across, and has legions of {{mook}}s. The boss can also make items drop out ofyour the player's pouch or make you him/her thirsty, ''and'' he can summon more mooks.
* WalletOfHolding: As before,you the player can carry forms of currency, but you can't use them in a shop until you deposit them deposited in an Auto Teller. Also, you the player will still lose any un-deposited currency if you die.upon dying.
* VideoGameCrueltyPunishment: Killing Mom or Bucky will render
* ViolenceIsTheOnlyOption: Averted in a new way. If
* WakeUpCallBoss: The boss is about 10 times stronger than any monster you'll come across, and has legions of {{mook}}s. The boss can also make items drop out of
* WalletOfHolding: As before,
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* WizardNeedsFoodBadly: As before, there is a Food meter, which can be replenished by any food item or a healing scroll. Wearing a Food Ring or Candy Necklace will keep the Food meter full at all times. The game makes it much easier if the player goes hungry and can't find food; should you die and go to Hell, the Food bar will fill right back up.
** There is also a Thirst meter, which rarely comes into action unless the player has come back from Hell or is made thirsty by the final boss. Thirst is replenished either by finding a beverage of some sort (with some, such as Coffee, Latte, or Cappuccino also restoring other stats), or using a Heal spell a few times if you're a magician.
** There is also a Thirst meter, which rarely comes into action unless the player has come back from Hell or is made thirsty by the final boss. Thirst is replenished either by finding a beverage of some sort (with some, such as Coffee, Latte, or Cappuccino also restoring other stats), or using a Heal spell a few times if you're a magician.
to:
* WizardNeedsFoodBadly: As before, there is a Food meter, which can be replenished by any food item or a healing scroll. Wearing a Food Ring or Candy Necklace will keep the Food meter full at all times. The game makes it much easier if the player goes hungry and can't find food; should you die and go to Hell, food, as the Food bar will fill right back up.
refills upon entering Hell.
** There is also a Thirst meter, which rarely comes into action unless the player has come back from Hell or is made thirsty by the final boss. Thirst is replenished either by finding a beverage of some sort (with some, such as Coffee, Latte, or Cappuccino also restoring other stats), or using a Heal spell a few times ifyou're the player is a magician.
** There is also a Thirst meter, which rarely comes into action unless the player has come back from Hell or is made thirsty by the final boss. Thirst is replenished either by finding a beverage of some sort (with some, such as Coffee, Latte, or Cappuccino also restoring other stats), or using a Heal spell a few times if
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Changed line(s) 53 (click to see context) from:
* TakeThat: If you examine a bush, it will say "Bush (at least [[GeorgeHWBush he]] was honest)" — no doubt a slam to UsefulNotes/BillClinton.
to:
* TakeThat: If you examine a bush, it will say "Bush (at least [[GeorgeHWBush [[UsefulNotes/GeorgeHWBush he]] was honest)" — no doubt a slam to UsefulNotes/BillClinton.
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Changed line(s) 53 (click to see context) from:
* TakeThat: If you examine a bush, it will say "Bush (at least [[GeorgeHWBush he]] was honest)" — no doubt a slam to BillClinton.
to:
* TakeThat: If you examine a bush, it will say "Bush (at least [[GeorgeHWBush he]] was honest)" — no doubt a slam to BillClinton.UsefulNotes/BillClinton.
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Changed line(s) 26 (click to see context) from:
** A door adjacent to a wall with a shape on it can't be opened unless you have that shape's corresponding key. You can't even knock down the door with a Falling Wall, or phase through it with an Ethereal Potion.
to:
** A door adjacent to a wall with a shape on it can't be opened unless you have that shape's corresponding key. You can't even phase through it with an Ethereal Potion (although you ''can'' knock down the door with a Falling Wall, or phase through it with an Ethereal Potion.Wall scroll).
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Added DiffLines:
* IntimidatingRevenueService: The dungeon of Eyearrass is loaded with evil Taxmen, who will slowly drain your money instead of attacking you normally.
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Deleted line(s) 31 (click to see context) :
** And yes, killing one sends you straight to Hell (at least in 1.0.1).
Changed line(s) 58,59 (click to see context) from:
* VideoGameCrueltyPotential: As before, you can slaughter all the [=NPCs=] in a town, then use "original place"[[note]]the spell was called "restart place" in the predecessor[[/note]] to do it all over again.
* VideoGameCrueltyPunishment: Killing Mom or Bucky will render your player permanently deaf, blind, and drunk.
* VideoGameCrueltyPunishment: Killing Mom or Bucky will render your player permanently deaf, blind, and drunk.
to:
* VideoGameCrueltyPotential: As before, you can slaughter all the [=NPCs=] in a town, then use "original place"[[note]]the spell was called "restart place" in the predecessor[[/note]] to do it all over again.
again. And unlike the last game, there's no point system.
* VideoGameCrueltyPunishment: Killing Mom or Bucky will render your player permanently deaf, blind, and drunk. Killing an angel sends you to Hell in 1.0.1.
* VideoGameCrueltyPunishment: Killing Mom or Bucky will render your player permanently deaf, blind, and drunk. Killing an angel sends you to Hell in 1.0.1.
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** You also have to sail out of Zehner's Palace to access some of the other tasks. This is done by successfully navigating a path on the south side.
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Changed line(s) 22 (click to see context) from:
* DamnYouMuscleMemory: Some controls were changed in Tomb. "Blast" (capital B) became "Strike" (capital S); "Cure" (capital C) became "Heal" (capital H); and "Determine" (lowercase D) was merged with "Examine" (lowercase E). Making the Heal one worse is the fact that capital H was "Haste" in the original — a useful spell that doesn't exist in Tomb.
to:
* DamnYouMuscleMemory: Some controls were changed in Tomb.changed. "Blast" (capital B) became "Strike" (capital S); "Cure" (capital C) became "Heal" (capital H); and "Determine" (lowercase D) was merged with "Examine" (lowercase E). Making the Heal one worse is the fact that capital H was "Haste" in the original — a useful spell that doesn't exist in Tomb.''Tomb''.
Changed line(s) 33 (click to see context) from:
* FirstTown: As in the previous game, Castle Hall.
to:
* FirstTown: As in the previous game, Castle Hall. Unlike the previous game, you start already inside Castle Hall instead of just a few steps away from it.
Changed line(s) 39 (click to see context) from:
** There are also some creative StealthPun items, such as a useless axe calle "Aks a stupid question...", and "hard rock bands" which are the highest armor rating but deafen the player.
to:
** There are also some creative StealthPun items, such as a useless axe calle called "Aks a stupid question...", and "hard rock bands" which are the highest armor rating but deafen the player.
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* LevelEditor: Accessible after the final task.
to:
* LevelEditor: Accessible As in the last game, one is accessible after the final task.
Changed line(s) 44 (click to see context) from:
* ObviousBeta: ''Tomb'' due to the many gaps. For instance, at one point you're told that the villages south of the mountains have given you a key; there's only one actual village south of the mountains.
to:
* ObviousBeta: ''Tomb'' due to the many gaps.The game has a lot of gaps and DummiedOut content. For instance, at one point you're told that the villages south of the mountains have given you a key; there's only one actual village south of the mountains.
Changed line(s) 53 (click to see context) from:
* SignificantAnagram: The most powerful cloak in ''Tomb'' is named "Cloak and avoid". This is an anagram of "David Alan Cook", one of the game's creators.
to:
* SignificantAnagram: The most powerful cloak in ''Tomb'' is named "Cloak and avoid". This is an anagram of "David Alan Cook", one of the game's creators.
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* PurelyAestheticGender: Present in ''Tomb''; the only differences are in character appearance and some sound effects. The character creation dialog box even mentions this.
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* PurelyAestheticGender: Present in ''Tomb''; the The only differences are in character appearance and some sound effects. The character creation dialog box even mentions this.
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* ViolenceIsTheOnlyOption: Averted in a new way. If your player is a Magician, he or she can use a Bluebangle to dispel any monster under a certain health level (which increases as the player gets stronger), a Zamia cone to weaken them, or Freedom Leaves to teleport them away.
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* AddedAlliterativeAppeal: Zehner's Home is loaded with objects starting with Z. There are more of them than you'd think.
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* AddedAlliterativeAppeal: Zehner's Home Palace is loaded with objects starting with Z. There are more of them than you'd think.
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* AddedAlliterativeAppeal: Zehner's Home is loaded with objects starting with Z. There are more of them than you'd think.
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** Another "final words" line is "[[Film/CitizenKane Rosebud]]."
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* EasterEgg: Every dungeon (including the tutorial) has a hidden angel. Give her Bucky's Beef Stew and she will tell her your name. You can then summon her name once to instantly heal you and teleport you back to the docks.
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* EasterEgg: Every dungeon (including the tutorial) has a hidden angel. Give her Bucky's Beef Stew and she will tell her your name. You can then summon her name once to instantly heal you and teleport you back to the docks. This also works on Bucky herself, who can be found in Nottingham.
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* VideoGameCrueltyPunishment: Killing Mom or Bucky will render your player permanently deaf, blind, and drunk.
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* GetOnTheBoat: Required to get to Butterscotch, one of the later tasks. Unlike in the previous games, there are boat docks in Castle Hall, from which you can sail out a ship for a small fee. Alternatively, you can buy a Ship in a Bottle at the magic shop.
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* GetOnTheBoat: Required to get to Butterscotch, one of the later tasks. Unlike in the previous games, there are boat docks in Castle Hall, from which you can sail out a ship for a small fee. Alternatively, you can buy find a Ship in a Bottle at the magic shop.Bottle.
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* TakeThat: If you examine a bush, it will say "Bush (at least he was honest)".
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* TakeThat: If you examine a bush, it will say "Bush (at least he [[GeorgeHWBush he]] was honest)".honest)" — no doubt a slam to BillClinton.
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* SkeletonKey: Also present as before. If you're a Thief, you can also purchase lock picks, which work on any locked door.
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* SkeletonKey: Also present as before. If you're a Thief, you can also purchase lock picks, which work on any locked door.door (except ones next to shaped walls) and can be used indefinitely.
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** A character named Lucy appears in one dungeon. Next to some [[Music/TheBeatles diamonds]].
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** In Butterscotch, there is a scroll for an "[[JiveTurkey Ebonics Lesson]]" that contains exactly what you think and nothing else. It has no value and can't be sold.
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*** And yes, killing one sends you straight to Hell (at least in 1.0.1).
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* AwesomeButTemporary: Once again, the wands can only be used for up to four shots before they
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* AwesomeButTemporary: Once again, the wands can only be used for up to four shots before they disappear.
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* CallBack: Many to the previous game. For instance, Rich, an NPC at the Castle Hall bar in the first game, now has a tax office in the same general area in the sequel. You can also pass through a wall to find some abandoned remains, one of which is the original game's weaponry shop.
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* {{Abandonware}}: Having come out right before the collapse of Storm Impact,
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* {{Abandonware}}: Having come out right before the collapse of Storm Impact, it reached this status quickly.
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A sequel game to ''VideoGame/TaskMaker'', the 1990s {{Macintosh}} WesternRPG, from the same creators, Storm Impact.
Set many years after the predecessor, the game now has the player leading the world from Castle Hall following the death of the [=TaskMaker=]. As its protector, you are asked aid from people in neighboring villages. For the first tasks, you are asked to retrieve objects posessed by monsters that terrorize said villages; after retrieving each item, it is destroyed.
After a while, the player gets word that the [=TaskMaker=] has come back to life. The next task is to retrieve the key to his tomb. Upon arriving at the tomb, the player discovers that the word of the [=TaskMaker's=] rise was a ruse planted by the Captain Guard, whom you must then defeat to restore peace in the land.
The game boasts many features beyond that of its predecessor, including the ability to make your player male or female, and a fighter, mage, or thief. A completely new world is built around Castle Hall, with many new dungeons and villages to explore. The graphics have been dressed up, as well.
However, it was released in a tight time for the company, and many corners were cut in the development. (See [[http://web.archive.org/web/20040605131022/http://www.btinternet.com/~G.Janacek/Taskmaker.html#Tomb%20of%20the%20Taskmaker%27s%20Underdevelopment here]] for further info.) The game never made it past version 1.0 until July 2008, when developer David Cook posted a slightly updated version on his website.
!Tropes present:
* {{Abandonware}}: Having come out right before the collapse of Storm Impact,
* AnAdventurerIsYou: The player can choose to be male or female, and a fighter, magician or thief. Naturally, fighters, magicians and thieves all have different abilities, although [[PurelyAestheticGender gender doesn't matter besides some changes in graphics and sound effects.]]
* AntiFrustrationFeatures: If you're stuck, you can buy a scroll with a hint to each dungeon. Also, some of the secret options in the original game were moved into a "Player Options" menu.
* AwesomeButTemporary: Once again, the wands can only be used for up to four shots before they
* BagOfHolding: Taken even further than in the previous game. Using a Silver Lining scroll, you can make your pouch hold up to 61 items.
* BreakingTheFourthWall: One NPC jokes about the game crashing when he is frightened.
* {{Cap}}: Stats are capped at 1000.
* CheatCode: Many of the cheat codes from the previous game carry over (including the one to summon a ship), but the game warns you that such spells should be used only if you're stuck.
* DamnYouMuscleMemory: Some controls were changed in Tomb. "Blast" (capital B) became "Strike" (capital S); "Cure" (capital C) became "Heal" (capital H); and "Determine" (lowercase D) was merged with "Examine" (lowercase E). Making the Heal one worse is the fact that capital H was "Haste" in the original — a useful spell that doesn't exist in Tomb.
* DeathCryEcho: A different sound than the previous game.
* DeathIsNotPermanent: As in the previous game, you can die and go to Hell an infinite number of times.
* TheDevTeamThinksOfEverything:
** A door adjacent to a wall with a shape on it can't be opened unless you have that shape's corresponding key. You can't even knock down the door with a Falling Wall, or phase through it with an Ethereal Potion.
** Falling Wall scrolls do not not knock down black walls or walls with shapes on them. So you can't "break" the shape-door association by knocking down a wall with a shape on it, either.
* DualWielding: Also a carryover.
* DummiedOut: ''Tomb'' had ''four'' dungeon names which existed in the coding, but were never fleshed out into actual playable dungeons. Two of them were finally made by fans and added to 1.0.1. (Two more are also completely fleshed out in the coding, but weren't given access points, and can only be seen after you become a Master and set up entries for them.)
* EasterEgg: Every dungeon (including the tutorial) has a hidden angel. Give her Bucky's Beef Stew and she will tell her your name. You can then summon her name once to instantly heal you and teleport you back to the docks.
*** And yes, killing one sends you straight to Hell (at least in 1.0.1).
* FighterMageThief
* FirstTown: As in the previous game, Castle Hall.
* ForcedTutorial: Once again subverted; there is an option to skip the tutorial. But once again, it's wise to play it anyway, because you get far more loot.
* GameBreakingBug: Using the "original place" cheat code in the [=TaskMaker's=] tomb after you've made the final boss spawn will cause him not to re-spawn when you open the coffin a second time, thus making the game unwinnable.
* GetOnTheBoat: Required to get to Butterscotch, one of the later tasks. Unlike in the previous games, there are boat docks in Castle Hall, from which you can sail out a ship for a small fee. Alternatively, you can buy a Ship in a Bottle at the magic shop.
* InexplicableTreasureChests: Many dungeons and towns have treasure chests laying about, which can be opened to find an item.
* JokeItem: "Bar o' Lead", which has no value other than preventing teleportation by the final boss. Also, the "Stick o' Wood", "Empty can", and "Empty bottle" seem useless at first, but placing them into the fountain in Gofe will yield a magic wand or HealingPotion, respectively.
** There are also some creative StealthPun items, such as a useless axe calle "Aks a stupid question...", and "hard rock bands" which are the highest armor rating but deafen the player.
* LevelEditor: Accessible after the final task.
* LikeABadassOutOfHell: There is one out of four possible "ironic hells". One of them has you giving presents to Devils, and they make fun of you for doing so. After enough times, the exit opens. Nothing prevents you from killing them at this point.
* MoneySpider: Far more exaggerated than the previous game. Killing nearly any monster or NPC will often result in a huge treasure trove.
* ObviousBeta: ''Tomb'' due to the many gaps. For instance, at one point you're told that the villages south of the mountains have given you a key; there's only one actual village south of the mountains.
* PlayableEpilogue: One is accessible after the final task. It consists of a small pathway lined with [=NPCs=] that generate random lines of praise, and a teleport that reveals a secret message.
* PurelyAestheticGender: Present in ''Tomb''; the only differences are in character appearance and some sound effects. The character creation dialog box even mentions this.
* SequenceBreaking: Once again subverted. You can't access any other town unless you first sit at the throne, nor can you pick up a task object until it's been assigned to you.
* ShoutOut:
** One of the rotating "final words" for an NPC's death is "Shucky darn and slop the chickens!", which comes from an old ''ComicStrip/{{Garfield}}'' strip.
* TakeThat: If you examine a bush, it will say "Bush (at least he was honest)".
* SignificantAnagram: The most powerful cloak in ''Tomb'' is named "Cloak and avoid". This is an anagram of "David Alan Cook", one of the game's creators.
* SkeletonKey: Also present as before. If you're a Thief, you can also purchase lock picks, which work on any locked door.
* SprintShoes: "Boots o' Speed".
* TeleportSpam: The final boss can do this.
* VideoGameCrueltyPotential: As before, you can slaughter all the [=NPCs=] in a town, then use "original place"[[note]]the spell was called "restart place" in the predecessor[[/note]] to do it all over again.
* WakeUpCallBoss: The boss is about 10 times stronger than any monster you'll come across, and has legions of {{mook}}s. The boss can also make items drop out of your pouch or make you thirsty, ''and'' he can summon more mooks.
* WalletOfHolding: As before, you can carry forms of currency, but you can't use them in a shop until you deposit them in an Auto Teller. Also, you will lose any un-deposited currency if you die.
* WelcomeToCorneria: Most monsters only say "Arrrr!" regardless of mood.
* WizardNeedsFoodBadly: As before, there is a Food meter, which can be replenished by any food item or a healing scroll. Wearing a Food Ring or Candy Necklace will keep the Food meter full at all times. The game makes it much easier if the player goes hungry and can't find food; should you die and go to Hell, the Food bar will fill right back up.
** There is also a Thirst meter, which rarely comes into action unless the player has come back from Hell or is made thirsty by the final boss. Thirst is replenished either by finding a beverage of some sort (with some, such as Coffee, Latte, or Cappuccino also restoring other stats), or using a Heal spell a few times if you're a magician.
----
Set many years after the predecessor, the game now has the player leading the world from Castle Hall following the death of the [=TaskMaker=]. As its protector, you are asked aid from people in neighboring villages. For the first tasks, you are asked to retrieve objects posessed by monsters that terrorize said villages; after retrieving each item, it is destroyed.
After a while, the player gets word that the [=TaskMaker=] has come back to life. The next task is to retrieve the key to his tomb. Upon arriving at the tomb, the player discovers that the word of the [=TaskMaker's=] rise was a ruse planted by the Captain Guard, whom you must then defeat to restore peace in the land.
The game boasts many features beyond that of its predecessor, including the ability to make your player male or female, and a fighter, mage, or thief. A completely new world is built around Castle Hall, with many new dungeons and villages to explore. The graphics have been dressed up, as well.
However, it was released in a tight time for the company, and many corners were cut in the development. (See [[http://web.archive.org/web/20040605131022/http://www.btinternet.com/~G.Janacek/Taskmaker.html#Tomb%20of%20the%20Taskmaker%27s%20Underdevelopment here]] for further info.) The game never made it past version 1.0 until July 2008, when developer David Cook posted a slightly updated version on his website.
!Tropes present:
* {{Abandonware}}: Having come out right before the collapse of Storm Impact,
* AnAdventurerIsYou: The player can choose to be male or female, and a fighter, magician or thief. Naturally, fighters, magicians and thieves all have different abilities, although [[PurelyAestheticGender gender doesn't matter besides some changes in graphics and sound effects.]]
* AntiFrustrationFeatures: If you're stuck, you can buy a scroll with a hint to each dungeon. Also, some of the secret options in the original game were moved into a "Player Options" menu.
* AwesomeButTemporary: Once again, the wands can only be used for up to four shots before they
* BagOfHolding: Taken even further than in the previous game. Using a Silver Lining scroll, you can make your pouch hold up to 61 items.
* BreakingTheFourthWall: One NPC jokes about the game crashing when he is frightened.
* {{Cap}}: Stats are capped at 1000.
* CheatCode: Many of the cheat codes from the previous game carry over (including the one to summon a ship), but the game warns you that such spells should be used only if you're stuck.
* DamnYouMuscleMemory: Some controls were changed in Tomb. "Blast" (capital B) became "Strike" (capital S); "Cure" (capital C) became "Heal" (capital H); and "Determine" (lowercase D) was merged with "Examine" (lowercase E). Making the Heal one worse is the fact that capital H was "Haste" in the original — a useful spell that doesn't exist in Tomb.
* DeathCryEcho: A different sound than the previous game.
* DeathIsNotPermanent: As in the previous game, you can die and go to Hell an infinite number of times.
* TheDevTeamThinksOfEverything:
** A door adjacent to a wall with a shape on it can't be opened unless you have that shape's corresponding key. You can't even knock down the door with a Falling Wall, or phase through it with an Ethereal Potion.
** Falling Wall scrolls do not not knock down black walls or walls with shapes on them. So you can't "break" the shape-door association by knocking down a wall with a shape on it, either.
* DualWielding: Also a carryover.
* DummiedOut: ''Tomb'' had ''four'' dungeon names which existed in the coding, but were never fleshed out into actual playable dungeons. Two of them were finally made by fans and added to 1.0.1. (Two more are also completely fleshed out in the coding, but weren't given access points, and can only be seen after you become a Master and set up entries for them.)
* EasterEgg: Every dungeon (including the tutorial) has a hidden angel. Give her Bucky's Beef Stew and she will tell her your name. You can then summon her name once to instantly heal you and teleport you back to the docks.
*** And yes, killing one sends you straight to Hell (at least in 1.0.1).
* FighterMageThief
* FirstTown: As in the previous game, Castle Hall.
* ForcedTutorial: Once again subverted; there is an option to skip the tutorial. But once again, it's wise to play it anyway, because you get far more loot.
* GameBreakingBug: Using the "original place" cheat code in the [=TaskMaker's=] tomb after you've made the final boss spawn will cause him not to re-spawn when you open the coffin a second time, thus making the game unwinnable.
* GetOnTheBoat: Required to get to Butterscotch, one of the later tasks. Unlike in the previous games, there are boat docks in Castle Hall, from which you can sail out a ship for a small fee. Alternatively, you can buy a Ship in a Bottle at the magic shop.
* InexplicableTreasureChests: Many dungeons and towns have treasure chests laying about, which can be opened to find an item.
* JokeItem: "Bar o' Lead", which has no value other than preventing teleportation by the final boss. Also, the "Stick o' Wood", "Empty can", and "Empty bottle" seem useless at first, but placing them into the fountain in Gofe will yield a magic wand or HealingPotion, respectively.
** There are also some creative StealthPun items, such as a useless axe calle "Aks a stupid question...", and "hard rock bands" which are the highest armor rating but deafen the player.
* LevelEditor: Accessible after the final task.
* LikeABadassOutOfHell: There is one out of four possible "ironic hells". One of them has you giving presents to Devils, and they make fun of you for doing so. After enough times, the exit opens. Nothing prevents you from killing them at this point.
* MoneySpider: Far more exaggerated than the previous game. Killing nearly any monster or NPC will often result in a huge treasure trove.
* ObviousBeta: ''Tomb'' due to the many gaps. For instance, at one point you're told that the villages south of the mountains have given you a key; there's only one actual village south of the mountains.
* PlayableEpilogue: One is accessible after the final task. It consists of a small pathway lined with [=NPCs=] that generate random lines of praise, and a teleport that reveals a secret message.
* PurelyAestheticGender: Present in ''Tomb''; the only differences are in character appearance and some sound effects. The character creation dialog box even mentions this.
* SequenceBreaking: Once again subverted. You can't access any other town unless you first sit at the throne, nor can you pick up a task object until it's been assigned to you.
* ShoutOut:
** One of the rotating "final words" for an NPC's death is "Shucky darn and slop the chickens!", which comes from an old ''ComicStrip/{{Garfield}}'' strip.
* TakeThat: If you examine a bush, it will say "Bush (at least he was honest)".
* SignificantAnagram: The most powerful cloak in ''Tomb'' is named "Cloak and avoid". This is an anagram of "David Alan Cook", one of the game's creators.
* SkeletonKey: Also present as before. If you're a Thief, you can also purchase lock picks, which work on any locked door.
* SprintShoes: "Boots o' Speed".
* TeleportSpam: The final boss can do this.
* VideoGameCrueltyPotential: As before, you can slaughter all the [=NPCs=] in a town, then use "original place"[[note]]the spell was called "restart place" in the predecessor[[/note]] to do it all over again.
* WakeUpCallBoss: The boss is about 10 times stronger than any monster you'll come across, and has legions of {{mook}}s. The boss can also make items drop out of your pouch or make you thirsty, ''and'' he can summon more mooks.
* WalletOfHolding: As before, you can carry forms of currency, but you can't use them in a shop until you deposit them in an Auto Teller. Also, you will lose any un-deposited currency if you die.
* WelcomeToCorneria: Most monsters only say "Arrrr!" regardless of mood.
* WizardNeedsFoodBadly: As before, there is a Food meter, which can be replenished by any food item or a healing scroll. Wearing a Food Ring or Candy Necklace will keep the Food meter full at all times. The game makes it much easier if the player goes hungry and can't find food; should you die and go to Hell, the Food bar will fill right back up.
** There is also a Thirst meter, which rarely comes into action unless the player has come back from Hell or is made thirsty by the final boss. Thirst is replenished either by finding a beverage of some sort (with some, such as Coffee, Latte, or Cappuccino also restoring other stats), or using a Heal spell a few times if you're a magician.
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